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Messages - iamBQB

1

I knew this match up was going to be bad, and I knew it was going to be embarrassingly one sided, and yet it managed to be even worse than I thought it would turn out. That Kiyomori quashed even the faintest of hopes that my team might do something. Oh well, these things happen. GG Zareb.
2
For those of you who missed the stream and don't wanna wait, you can always catch the recording on twitch here http://www.twitch.tv/ffmaster/b/431058519. The matches start at around 31:45.
3


This matchup wasn't very favorable for me as Ahong's physical units quickly became capable of delivering OHKO's to my 400 hp Lancers, and as Ct5Holy pointed out, one of the main weaknesses of my team is the lack of strong resurrection. Oddly enough Ahong's team ended up having this same weakness which caught me completely by surprise, those missed Raise 2's are almost definitely responsible for my victory. Moving 2nd and getting the jump on the paladin and archer was also helpful. I believe in all three rounds my lancers managed to take them out rather quickly which helped me get some early momentum, though in the first 2 rounds Ahong was able to bounce back and make a match out of it.

Really ended up being a fairly entertaining slugfest. GG Ahong, and good luck.

4
No that's not what I'm saying at all XD. I'm saying that all 6 possible combinations of:

S-M-L
S-L-M
M-S-L
M-L-S
L-S-M
L-M-S

will always produce the same winners in every contest. If somebody is going to win say, the large map and the medium map, then whether or not they do those first or last isn't going to change the ultimate outcome. The idea that by changing the order we'll favor one team over another isn't really the case, so it doesn't matter what order we decide upon.

As for your point of about making matches more interesting I don't disagree, I was mainly just trying to point out that arguments about competitive advantage didn't really need to happen.
5
What I'm trying to say Dokurider, is that as long as we have a combination of Small/Medium/Large, the order of things will not change the outcome. I'm definitely not arguing for something like all medium or all large, especially since registration ends tomorrow.
6
Honestly what does it matter? The order isn't going to change the outcome of any battle anyway. If a team can only win in large maps they're going to lose no matter when the large map fight takes place. And if they can win either the small or medium map along with the large map, then they'll win no matter when the fight takes place.

If you're going to take probable outcomes into consideration, then you should base map order off of what you think would create the largest amount of 2-0 victories to lessen the burden on the members who will be recording videos.

Edit: Of course that only matters if were using 1 of each map type.
7
FFT Arena / Re: Older patch teams
June 29, 2013, 09:22:25 pm
Main Team


Primary: 0
Secondary: 1

========================

Ronin
Female
Cancer
40
55
Samurai
Item
Auto Potion
Magic Defend Up
Move-Hp up
Kiyomori

Circlet
Platina Armor
Chantage

Asura, Murasame, Kikuichimonji, Masamune
none

========================

Grass
Male
Pisces
70
40
Lancer
Punch Arts
HP Restore
Attack Up
Warpath
Dragon Whisker
Genji Shield
Diamond Helmet
Carabini Mail
Bracer

Level Jump 6, Vertical Jump 5
Stigma Magic, Revive

========================

Hopper
Male
Serpentarius
70
40
Lancer
Punch Art
HP Restore
Attack Up
Warpath
Dragon Whisker
Genji Shield
Diamond Helmet
Carabini Mail
Bracer

Level Jump 6, Vertical Jump 5
Stigma Magic, Revive

========================

Tank
Male
Scorpio
40
40
Paladin
Item
Auto Potion
Magic Defend Up
Move-HP up
Battle Axe
Zephyr Shield
Crystal Helmet
Maximilian
Germinas Boots

Transfusion, Reraise
X-Potion, Bandage, Soft, Phoenix Down

========================


Experimental Teams


Primarry: 3
Secondary: 0

==================

Buff
Female
Cancer
40
70
Priest
Time Magic
Absorb MP
Short Charge

Wizard Staff

Golden Hairpin
Robe of Lords
Defense Armlet

Cure 3, Raise, Regen, Protect, Shell, Holy
Haste 2, Slow 2

=====================

Shh
Female
Scorpio
40
70
Oracle
White Magic
MP Restore
Short Charge
Teleport
Wizard Rod

Holy Miter
Linen Robe
Setiemson

Zombie, Paralyze
Raise 2, Protect, Esuna

===================

Ruin
Male
Pisces
40
40
Thief
Punch Art
Speed Save
Equip Shield
Move-HP Up
Hidden Knife
Zephyr Shield
Golden Hairpin
Secret Clothes
Wizard Mantle

Power Ruin, Mind Ruin
Chakra, Revive

===============

Break
Male
Serpentarius
40
40
Archer
Punch Arts
Speed Save
Concentrate
Jump +2
Mythril Bow

Thief Hat
Secret Clothes
Defense Armlet

Head Break, Armor Break, Weapon Break
Stigma Magic, Revive

==================
8
FFT Arena / Re: Arena battle videos and discussion
June 25, 2013, 07:43:35 pm
Seems kinda lame to be using the same team from last season, but it's my own fault for not being more active.

Anyway I'd appreciate it if someone could put the team I Forgot the Name of through its paces.
9
I think 1.38 would be the better bet. Not only would you have to wait for 1.39 to come out otherwise, but there'd also have to be a window of time allowed for people to rebuild their teams to adjust to the changes. Tournaments in general seem like a better idea for the end of a patch rather than the beginning.
10
Little late in saying this, but thanks to Doku and Barren for the vids earlier. I was mainly throwing things out there to see how they actually work, so even though it was a bit of a train wreck, I did get some ideas for tweaking. And took some of Doku's suggestions.

Which I had not realized you were doing those write ups until just now Dokurider, that's some dedication.
11
It was hilarious and sort of terrifying to see those Paladins be so persistent in their refusal to die. I think I'm going to consider giving Tank a different sword to play around with, if he's going to be whacking people over the head he should probably be doing something more beneficial than 78 damage.
12
FFT Arena / Re: FFT Arena: Balance Discussion Thread
April 22, 2013, 11:48:16 pm
From what I remember as a lurker, it wasn't that Phoenix Down was a problem, but that Poison was a rather worthless status effect and it was thought that making it persist after death and act as a counter to PD would make it a more viable option to use.
13
FFT Arena / Re: Arena battle videos and discussion
April 17, 2013, 07:41:27 pm
I can see all three videos. I'm in the U.S.
14
FFT Arena / Re: Arena battle videos and discussion
April 16, 2013, 11:25:09 pm
Well that was pretty quick. Much appreciated Otabo. And yeah I forgot the name, only record I had of the team was from the Season 1 Tournament thread.

I had a lot of lucky breaks, so the fact I'm on the losing side of things is pretty telling. My win in the 2nd round was likely due to the Oracle(?) running out of MP. Too many non moves from my characters, I need to give them something to do every turn.


Them weapon breaks. I'm not sure if that was the best team for them or the worst, but it sure was fun to watch. I was actually angry at those 2 ninjas separating from the fight in round 3.
15
I have sort of a random suggestion to throw out there. I think there might be some use in a -1 movement accessory. There are certain builds that don't really act the way you'd want because the AI marches them forward when they'd better serve their purpose if they held back. Having a way to force certain units to hang in the back without giving them iron boots seems like it'd be useful, if perhaps a little niche in use.
16
FFT Arena / Re: Arena battle videos and discussion
June 11, 2012, 03:21:36 pm
Nothing much to say about the Zareb matches that isn't obvious. I wouldn't mind seeing a rematch with the team working as intended. I really should look at the list of possible changes before I get too attached to messing around with my teams, but it's fun to tinker around with things.
17
FFT Arena / Re: Arena battle videos and discussion
June 05, 2012, 03:17:57 pm
Much appreciated Otabo, gotta admit those little comments of "double kill" and "rampage" get me every time.

Damn Grand Cross is deadly as hell. Round 2 was looking like it might go on for about forever, but Mp Restore triggering finally gave my team the edge. Those Faith procs were definitely helpful in round 3. GG all in all, was fun to watch.
18
FFT Arena / Re: Arena battle videos and discussion
June 03, 2012, 03:36:48 pm
I wanted him to have the murasame so he wouldn't get any bright ideas about rushing into combat. But if he's just going to waste turns whacking his allies over the head for low level healing I might as well make a switch and see how things go. Frog and breaks were pretty killer all in all, especially when the only person who could take care of the problem was frogged XD.
19
FFT Arena / Re: Arena battle videos and discussion
June 01, 2012, 08:12:08 pm
I wouldn't mind seeing your team against my new Buff Mages team Barren, unless I'm misreading you and you wanted somebody else to do videos for you?
20
FFT Arena / Re: Arena Monster Concepts
May 23, 2012, 12:15:39 am
With the return of Monsters, will the squire ability Monster Skill see a return? Or is it just not workable even if you modify it? Seems like this skill would have a lot of potential depending on how easy it is to mess with it.

Quick question about bombs, will they have absorb fire?

There seems to be a desire to make use out of Undead units and to build some synergy from them here, if that's the case I'd suggest having an undead monster capable of buffing the undead. The Ghost is already partially filling this role, so I'd say commit to it fully and ditch the add undead skills or add them to another monster. I notice Ghouls aren't on your list. Instead give the ghost a Dark AoE for healing and perhaps something that can raise PA/MA only for zombies and something to add haste/something else beneficial. While it may make sense thematically for the undead to inflict undead on their enemies, any team built with an undead focus will not be the best equipped to kill undead. It will create a situation where teams will have to include units with Raise 2 and Cure's to do damage which really shouldn't be the way an undead team fights. If there is a way to include charm with zombie it might work out smoother, though may make the move a tad overpowered.

One last little comment about undead units that doesn't really belong in this thread, but sort of goes with what I'm saying above. I feel as though a 100% chance of rising again from death when the timer hits 0 is a worthy trade off for not being able to raise your units in any other way. As long as units don't rez with full health it shouldn't be exploitable, as they'd still resurrect far less often than a team with a simple Phoenix down, and be easily brought down by the enemy team if it holds an advantage. It just seems to me that as it is now, even with an attempt to make undead units more attractive of an option, that harsh death issue is going to keep them underused.